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IDProjectCategoryView StatusLast Update
0009662New issuesSynchronizationpublic2017-06-23 17:40
Reportereinheit-101Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status newResolutionopen 
Summary0009662: isPedDead() desyncs and returns false when setting an animation to the player onClientPlayerWasted
Description

Recently i discovered another method how to desync isPedDead() client side.
Server side is still fine after this.

Steps To Reproduce

function wasted()
setPedAnimation(source, "ped", "KO_shot_stom", -1, false, true, false, true, 500)
end
addEventHandler("onClientPlayerWasted", root, wasted)

-get killed
-this code applies an animation to you when you die
-crun isPedDead(me) -> false

TagsNo tags attached.

Activities

qaisjp

2017-06-19 01:19

administrator   ~~0026026

What do you think isPedDead should show?

einheit-101

2017-06-19 12:29

reporter   ~~0026027

It should show true, because the Ped is dead. Serverside it shows true aswell.
This is pretty much the same bug like "isPedDead returns false clientside when you just joined the server, but serverside works as intended", but this one is caused by setPedAnimation.
To work around this, i am currently using "if getElementHealth(thePed) < 1 then" because you are automatically dead with 0 health.

qaisjp

2017-06-19 13:00

administrator   ~~0026030

Oh right, yes, of course. Sorry, brain fart.

StifflersMom

2017-06-23 17:40

updater   ~~0026039

isPedDead is also not synced when you join a server. Example:
player A ist killed.
Player B joins the server.
From Player B:
srun isPedDead(player A) -> true
crun isPedDead(player A) -> false

From sight of player B:
http://imgur.com/8pcZCAM (StifflersGhost is dead.)

Now the funny part: If you get a forklift or any other thing to move the dead player to another position, he's completely desynced :)
Also: You can damage the ("dead") player A:
http://imgur.com/yLBfzkk

Issue History

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